#version 460
#extension GL_EXT_ray_tracing : require
#extension GL_GOOGLE_include_directive : require
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require

#include "../Common.glsl"


layout (set = 0, binding = 10) uniform samplerCube cubemapImage;


layout(location = 0) rayPayloadInEXT ReflectionPayload hitPayload;


void main()
{
    hitPayload.color = textureLod(cubemapImage, gl_WorldRayDirectionEXT, 0.0f).rgb;
    hitPayload.rayLength = -1.0f;
}
